Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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November 9, 2008, 13:14 (GMT)
Made changes to enable features line parameters (ridges/valleys and suggestive contours) and add corresponding UI controls to the Freestyle tab in the Scene buttons.
November 9, 2008, 12:59 (GMT)
Perspective mode painting works again
SeamBleed in perspective mode mostly working (some small artifacts but generally looks ok)

Added BarycentricWeightsPersp2f and BarycentricWeightsSimplePersp2f for getting weights from verts with perspective matrix applied.


November 9, 2008, 04:08 (GMT)
triangles were could not be painted onto at all (serves me right for testing with subsurf)
November 9, 2008, 02:47 (GMT)
changes to projection painting
* initializing a bucket only initializes pixels from that bucket (was initializing all pixels in intersecting faces before which made large faces slow to paint onto)
* removed scanline functions, they are not as useful when initializing small areas.
* UV seam checking also sets the seam flag on the adjacent face to avoid double lookups.

TODO - uv seam bleed doesn't work in perspective mode.

Revision a972107 by Matt Ebb
November 9, 2008, 01:16 (GMT)
Point Density texture: colouring

This introduces a few new ways of modifying the intensity and colour output
generated by the Point Density texture. Previously, the texture only output
intensity information, but now you can map it to colours along a gradient
ramp, based on information coming out of a particle system.

This lets you do things like colour a particle system based on the individual
particles' age - the main reason I need it is to fade particles out over time.

The colorband influences both the colour and intensity (using the colorband's
alpha value), which makes it easy to map a single point density texture to
both intensity values in the Map To panel (such as density or emit) and colour
values (such as absorb col or emit col). This is how the below examples are
set up, an example .blend file is available here:

http://mke3.net/blender/devel/rendering/volumetrics/pd_test4.blend

The different modes:

* Constant
No modifications to intensity or colour (pure white)

* Particle Age
Maps the color ramp along the particles' lifetimes:
http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_partage.mov

* Particle Speed
Maps the color ramp to the particles' absolute speed per frame (in Blender
units). There's an additional scale parameter that you can use to bring this
speed into a 0.0 - 1.0 range, if your particles are travelling too faster or
slower than 0-1.
http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_speed.mov

* Velocity -> RGB
Outputs the particle XYZ velocity vector as RGB colours. This may be useful
for comp work, or maybe in the future things like displacement. Again, there's
a scale parameter to control it.
http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_velrgb.mov
November 8, 2008, 23:56 (GMT)
Fixed a bug in Nature_Type and BPy_Nature_from_Nature() that broke all nature-related functionalities (e.g. pyNatureUP1D() and CurveNatureF1D()).
November 8, 2008, 22:05 (GMT)
Generalized unique_editbone_name to be useable if a name change after the bone has been added to the list (this could probably simplify some code in editarmature, I haven't done that yet).

First pass for retargetting template's renaming magic. For now, in new retargetted bone's name: %S (side) and %N (number) will be replaced by user defined strings.

Will need to experiment on how useful that is and how it could be better.
November 8, 2008, 13:39 (GMT)
* typo fix
November 8, 2008, 13:38 (GMT)
=== BPy API ===
* add two optional arguments to control click step and precision of Number buttons.
November 8, 2008, 12:01 (GMT)
* use msvc proposed names when building on win32
November 7, 2008, 20:13 (GMT)
VideoTexture: forgot to commit MSVC project file, strange that nobody noticed...
November 7, 2008, 19:49 (GMT)
* fix typo found by brecht
November 7, 2008, 19:48 (GMT)
* fix for typo found by brecht
November 7, 2008, 19:44 (GMT)
Correct stroke normal alignment for retargetting (transform into edit armature local space)
November 7, 2008, 19:21 (GMT)
=== SCons ===
* merge the recent scons changes from trunk, so this means that the same rules now apply:
- scons-local available
- platform default configs updated
- check your user-config.py if you have made a full copy of default config

Note: BGE and blenderplayer still not working, but that is normal ;) (so turn them off!)
November 7, 2008, 15:16 (GMT)
[#17958] Windows path fix for image_edit.py script.
Modified to work in linux too, on my system subprocess.Popen(appstring) only works when appstring is a list.

Blenders __import__ didnt support keywords like pythons causing the subprocess module to fail for me.
added keywords to blenders c/api import to match pythons.

November 7, 2008, 10:54 (GMT)
VideoTexture: VideoTexture.materialID() can now take texture image name.

You can specify a image name (starting with 'IM') instead of a material
name in VideoTexture.materialID() and return the material ID matching
this texture.
The advantage of this method is that is works with blender material
and UV texture. In case of UV texture, it grabs the internal material
corresponding to the faces that are assigned to this texture. In case
of blender material, it grabs the material that has an image texture
matching the name as first texture channel.
In both cases, the texture id used in VideoTexture.Texture() should be 0.

Ex:

matID = VideoTexture.materialID(obj,'IMvideo.png')
GameLogic.video = VideoTexture.Texture(obj, matID, 0)
November 7, 2008, 06:50 (GMT)
simple mistake broke clone tool.
November 7, 2008, 02:58 (GMT)
RNA

* Added more error prints for wrong definitions, for cases that
would laters cause problems compiling or crash at runtime, and
also made messages more clear.
* Added some skeleton code for main/ID/mesh/vertex types for testing.
* Added support for automatic arrays as collections using SDNA.

* Changed how pointers to data work. Now they are always wrapped
in a PointerRNA struct, which contains the data pointer and type,
and also the data pointer and type of the ID datablock that this
belongs to, since for example a vertex on it's own may not have
enough information for some operations, it also needs the mesh.

* Added some code for defining dependencies with RNA, and looking up
data with paths like: scenes[0].objects["Cube"].data.verts[7].co.
Note sure either will end up being used, this is experimental.

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNA

November 6, 2008, 23:52 (GMT)
VideoTexture: comment was misplaced after previous commit.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021